This week CCP Games
announced that some big changes are on the way for PLEX
in EVE Online
. The PLEX or "30-day Pilot's License EXtension" is a virtual item that represents 30 days of subscription time and can be bought for cash and then sold to other players for in-game ISK. This simple mechanic has proven to be one of the most important innovations in the subscription MMO business model over the years, allowing players with lots of in-game wealth to effectively play for free while permitting cash-rich players to buy in-game currency without funding dodgy farming operations that can disrupt the game world. Dozens of games now support some kind of player-mediated currency roughly like PLEX
The proposed changes are intended to simplify EVE's business model by merging PLEX with the microtransaction currency Aurum. Players will also be able to put their PLEX into invulnerable account-wide PLEX Vaults that are accessible at all times rather than having to move the valuable items manually by ship. There's been significant backlash from the EVE community over the newfound invulnerability of PLEX, plans to delete some microtransaction currency from the game without compensation, and the possibility that someone leaked the announcement to friends early in order to make a profit. So what's the deal with these PLEX changes, and why are some EVE players going nuts over them?
In this edition of EVE Evolved, I look at the upcoming changes to the safety of PLEX, the opportunities that more granular PLEX could have for EVE, and why players are up in arms over plans to delete Aurum from thousands of accounts.
It's said that you're never truly safe in EVE Online
unless you're docked or logged off, and sometimes not even then. If someone wants you dead badly enough, he can get to you even in the heart of high-security space surrounded by legions of CONCORD police ships. The police in EVE
will get revenge on anyone who attacks another player in high-security space, but they aren't very big on crime prevention and take a few seconds to kick in. If you can get enough players together in high-damage ships, you have enough time to take out some pretty big prey before CONCORD comes to promptly turn your attack fleet into floating scrap.
That's the premise behind suicide ganking, and it wouldn't be EVE if someone didn't turn this most heinous of crimes into a huge player-run event or even an annual tradition. Starting in 2012, the Burn Jita event sees hundreds of players in the Goonswarm Federation alliance flock to EVE's main trade hub system of Jita for a weekend to suicide gank as many industrial ships, freighters, and random passers-by as possible. Burn Jita 4 took place recently, and killboard records estimate the final damage total to be over 750 billion ISK (worth roughly $10,000 to $14,000 via PLEX conversion at current rates). According to the latest economic report, this impressive figure is actually only around 2% of the total ship value destroyed game-wide throughout February.
's new free-to-play account option
will be going live as part of an upcoming expansion this November, allowing new players to delve into the game and its community for free without the time limit of a standard free trial. Free players will be restricted to a subset of the game's skills to limit the types of ships they can fly, and they should max out those skills within about four months. I imagine that most new players will take the alpha clone limitations as a challenge to work within, and many will attempt to collect enough ISK within those first months to begin buying PLEX and effectively subscribing for free.
I discussed the free account limitations and their implications for gameplay in my previous EVE Evolved column two weeks ago, which sparked off some interesting discussion on exactly how powerful free players would be. What kinds of ships will they be able to fly, and how will they fare against subscribers? Is there a useful place for hordes of new players in EVE, or will they just be cannon fodder for the wealthy and established elite? I've been investigating various alpha-clone-ready ship setups this week in an attempt to answer these important questions, and my conclusion is that free players may be a lot deadlier in PvP than many people think.
In this edition of EVE Evolved, I look at four cheap but effective PvP ship setups that free players will be able to use.
The past few months have seen a flood of frequent updates hitting EVE Online, and among them we got a whole new class of ship with the Tech 3 Tactical Destroyer. Unlike their cruiser-sized bigger brothers, tech 3 destroyers can transform mid-battle to choose between three separate roles: Defense, Propulsion, and Sharpshooter. These versatile little ships have carved out a niche for themselves in small scale PvP such as Faction Warfare, each functioning as an effective tackler and brawler rolled into one. Tech 3 destroyers can also fit a combat probe launcher to get a warp-in on enemy fleets and have become a popular anti-tackle tool that can snipe from over 50km and track interdictors and interceptors.
I've previously written a guide on fitting the Amarr Confessor, the first of the new tech 3 destroyers to be released, but since then a balance patch has made those setups obsolete. Now that all four races have got their own tactical destroyers and the prices have come down to an affordable 35-60 million ISK, I'd like to take a look at how we can fit each of them for PvP. EVE has become a testing ground for dozens of experimental ship setups for each of the tech 3 destroyers as players compete to find out what fitting works best for a variety of situations. The dust has far from settled, but some pretty decent brawling and kiting fits have been gracing the killboards lately and I've put together four of my favourite brawling fits. All of the fittings in this article use only tech 2 and named items, but they require good fitting skills and sometimes a 2-3% CPU or powergrid from implants. They've been put together with the aid of the fantastic EVE Fitting Tool.
In this edition of EVE Evolved, I look at PvP brawler fittings and strategies for the Amarr Confessor, Caldari Jackdaw, Minmatar Svipul, and Gallente Hecate.
I've often heard it said that EVE Online is more fun to read about than to actually play, and for the vast majority of gamers I'm sure that statement would hold true. Some truly incredible stories of theft and politics have come out of EVE over the years, but most players will never get to be an integral part of events such as those. For every player who pulls off a massive scam or accidentally kick-starts a battle that makes its way into the record books, there are thousands just going about the everyday business of manufacturing, mining, and smashing spaceships together for fun and profit. The huge stories that hit the news are often months or years in the making, and represent EVE's highlight reel rather than its everyday reality. Nevertheless, the possibility of becoming part of one of those emergent stories is a huge part of the reason people sign up to the game.
When EVE launched back in 2003, a lot of players were hooked by the potential of a massive sandbox universe that was largely under player control. With barely any content to speak of and only a handful of ships and modules, EVE quickly became a game where motivated players could make a name for themselves. Corporations became known for particular strategies, pirates gained infamy, and certain star systems specialised into manufacturing centres, marketplaces, or pirate hotspots to be avoided. This was all completely emergent gameplay, unscripted and often unexpected by the game's developers, and it's what made EVE special. The past few years have introduced a ton of content and improved gameplay, but I'm beginning to think that it's come at the cost of the game's core emergent gameplay.
In this edition of EVE Evolved, I look at why emergence is such a big deal in EVE and ask whether the game has actually become less supportive of emergent gameplay over the years.